- Joined
- Nov 25, 2008
- Messages
- 1,309
This camera system shouldn't work when there is only one player in the game.
Anyways, he's the trigger, well 2 triggers that are involved:
+rep to the one that can find the error.
Anyways, he's the trigger, well 2 triggers that are involved:
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Init Trigger1
- Events
- Conditions
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Actions
- Set NumPlayers = 0
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Destructible - Pick every destructible in (Playable map area) and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Destructible-type of (Picked destructible)) Not equal to Barricade
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Then - Actions
- Destructible - Make (Picked destructible) Invulnerable
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
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Player Group - Pick every player in (All players) and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- ((Picked player) controller) Equal to User
- ((Picked player) slot status) Equal to Is playing
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Then - Actions
- Game - Display to (All players) the text: (String(NumPlayers))
- Set NumPlayers = (NumPlayers + 1)
- Game - Display to (All players) the text: (String(NumPlayers))
- Set TempInt = (Player number of (Picked player))
- Set Kills[TempInt] = 0
- Set bPlayerDead[TempInt] = False
- Set CamObjects[TempInt] = (Random unit from (Units owned by (Picked player) of type Soul))
- Player Group - Add (Picked player) to Players
- Leaderboard - Add (Picked player) to KillBoard with label (Name of (Picked player)) and value 0
- Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across MenuVisibility <gen>
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Picked player) Not equal to Player 12 (Brown)
- (Picked player) Not equal to Neutral Hostile
- (Picked player) Not equal to Neutral Passive
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Then - Actions
- Unit Group - Pick every unit in (Units owned by (Picked player)) and do (Unit - Remove (Picked unit) from the game)
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
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Player Group - Pick every player in Players and do (Actions)
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Loop - Actions
- Player Group - Make (Player group((Picked player))) treat Players as an Ally with shared vision
- Player Group - Make Players treat (Player group((Picked player))) as an Ally with shared vision
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Loop - Actions
- Game - Set Lock alliance settings to On
- Game - Set Lock resource trading to Off
- Player - Turn Gives bounty On for Player 12 (Brown)
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Camera System
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Events
- Time - Every 1.00 seconds of game time
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Conditions
- NumPlayers Not equal to 1
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Actions
- Game - Display to (All players) the text: CAMERA
- Game - Display to (All players) the text: (String(NumPlayers))
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Player Group - Pick every player in Players and do (Actions)
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Loop - Actions
- Set TempInt = (Player number of (Picked player))
- Hero - Make (Picked player) Heroes gain 30.00% experience from future kills
- Camera - Apply CamStart1 <gen> for (Picked player) over 1.00 seconds
- Camera - Lock camera target for (Picked player) to CamObjects[TempInt], offset by (0.00, 0.00) using Default rotation
- Camera - Set (Picked player)'s camera Distance to target to (Distance to target of CamStart1 <gen>) over 1.00 seconds
- Camera - Set (Picked player)'s camera Angle of attack to (Angle of attack of CamStart1 <gen>) over 1.00 seconds
- Camera - Set (Picked player)'s camera Roll to (Roll of CamStart1 <gen>) over 1.00 seconds
- Camera - Set (Picked player)'s camera Rotation to (Rotation of CamStart1 <gen>) over 1.00 seconds
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Loop - Actions
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Events
+rep to the one that can find the error.